Comments
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It unfortunately does seem that way.
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What trouble are you having with the slugging? It’s the same as walking over to someone hooked.
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I mean to be fair they already were.
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Are we going to pretend that giving up at 5 gens is the same as giving up after the game is over? This is disingenuous to be making fun of people when you know it is not the same thing.
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They look the same. The reason I said it’s harder is because it’s only activating while they’re on a gen and many times it blends in with that quite well. Whereas BBQ and LP proc very often not on gens and when they’re just running around, so the auras are hidden much less often.
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You’re asking the killer to play the least smart way. Why would he roll the end game to rng of whether or not he beats you for a hatch when he can try to prevent that rng entirely? You could be working on a gen, going for the save, or even walk up and give yourself to him if it’s such a waste of time. I think the person…
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Typically unless a teammate gives up or your team is playing extremely bad, you should only have 3 gens left after the first person dies at most, even if they’re hard tunneling. With many times at 2. I don’t give up in those scenarios because you’re rewarding that behavior and 3 gens left with 3 survivors is very winnable,…
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Oh wow talk about hype killer. That would’ve been one of the most iconic castle maps..I see why everyone’s disappointed now.
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Why are we assuming we aren’t getting the castle?
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What’s wrong with the killer wanting to kill all the survivors? That’s their objective.
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Exactly lol
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This probably should be shown to them in the bug forum.
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I totally agree, both are underrated and not used much. Discordance is nice for getting around all the Distortion users and almost always procs right at the start as a lethal. Gearhead is hard to see the auras but thankfully lingers the auras long enough you see where they hide or head towards after leaving the gen. It’s…
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I personally think the healthier design instead of anti loop is a killer with good map mobility and a built in game slow down. You can swap some of this for stealth as well. This allows them to win more with macro play and allowing the survivors to have their longer chases without it costing them the entire game.
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Then slugging for the 4K is fine as well.
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I personally don’t do it but I also don’t see an issue with it or mind them doing it. If the hatch is what the last survivors going for then at that point the killer already won and earned his 4K anyway. The hatch is just a freebie rng escape. Until the hatch mechanic is changed it’s what he has to do.
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I agree she is significantly stronger on those indoor maps but I think you exaggerate to what degree. You make it sound completely unfair and almost an auto loss for the survivors. I think it's much harder but still very manageable if they aren't bad. I haven't had issues managing it myself as survivor. I feel like this is…
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Yeah, even without the downside Bamboozle looks better. They should bump the number to 30%.
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The tower and dungeon are beautiful, but why is there so much outdoors again? This feels like a missed opportunity for a great dungeon map. The dungeon should have just been larger and scrap the whole boring outside area entirely. The outside is just a copy paste of other realms we already have.
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Languid Touch - Why does this even have a cooldown? Even with no cooldown this perk looks very average and you'd still run Mindbreaker over it. I'd honestly give it more even, but at least remove the cooldown for how little it does.
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Skeleton Ability feels so weak. Before even realizing you can crouch dodge it I already thought it was so slow and such large gaps between them that it might be too easy to dodge but the crouch was just icing on the cake. It's so easy to dodge at base the crouching to dodge shouldn't also be a thing.
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I don't understand why Dark Arrogance has a downside. It's only 5% faster than Bamboozle except without the window blocking. Like I think most people would take Bamboozle over this perk even if it had zero negative. If this perk is good enough to warrant a negative then by that standard so would Bamboozle. Either remove…
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No need to be passive aggressive. I read your post and the points just didn't justify why she needs a full rework. Your issues are fixable with small tweaks.
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Never said it was, just said it's usually mentioned and wasn't.
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They always had mentioned those kind of things in previous anniversary streams.
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How about the feature is just deactivated if only 1 survivor remains?
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I don’t really see the issue with reducing his TR again. Yes if he stacks monitor he can get his TR shorter than his range..and? I think people should just have to literally have their eyes open and looking around for him, not relying on a TR. I just don’t see the issue with a TR shrink.
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Why do you feel her current kit needs this much of a complete rework again rather than just changes to the current design? I think her current design concept is good, it just needs some improvements.
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I do agree that’s the bad direction they were trying to go and how they destroyed pig. I think they accidentally made it not passive on Onryo. Don’t get me wrong, I do think she’s weak and needs improvements, I just do think she’s better than people think. I just went on a 78 game win streak and my stats with her so far in…
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Same!
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Yeah I'm hoping Freddy and Myers are next on the list for improvements/reworks.
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Since it's not for matchmaking I don't think grade reset actually has any impact on how people play at all.
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Yeah I really think this is an unhealthy change. Sabo is anti fun for killers and encourages them to do very unfun play styles for the survivor. It's already quite strong, I can't imagine buffing it more.
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I mean I could just as easily say of course you do since it benefits you. That wouldn't really add anything constructive to the conversation though. It's also just making it into another us vs them thing when it's not.
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"Unless they're in SWF, I can open a Gate when no other survivor see. Spread pressure before end game to make them all injured Then hunt a 0 or 1 hook stage survivor and hook them away from gates. Chase an injured one to a gate force them to open." This is describing a very low mmr scenario. Give up a free kill and then go…
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No, you literally just open it. That doesn't require coordination. Sorry I don't trust their testing.
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By walking over to the gate and opening it yourself you are forfeiting any end game pressure you just had. IE it's irrelevant at that point. Also, opening it yourself for Blood Warden is always a bad play. That's the most obvious tell that the killer has Blood Warden if they ever do that. Never something you should be…
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This takes Onryos skill ceiling which is quite higher than most people think and puts it on the floor. This removes so much skill from Onryo and makes so much of it is just passive. On top of that your timers are so extremely safe that most my matches we’d have the gates powered before even doing a single tape and even one…
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Those stats are including when she was released with the bug allowing you to remove Victor nearly immediately. That was a massive buff that was unnecessary unintended, so the kill rates you are looking at are artificially higher than she realistically is since they just fixed that bug. So those stats aren’t accurate.
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Early game collapse was an idea that the devs were working on for slowing down the early game since for many killers they lose 2-3 gens on the first chase since the start of the game is where the killer has the least pressure. They eventually dropped the idea altogether with no word on why.
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Literally this. So many people just dislike anything that could be a buff for the other side, it’s such an us vs them mentality.
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I’m not disagreeing with you. For all the anti loop problems he has most killers just have it worse.
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@JeanGreyarea That doesn’t require coordination at all.
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If you remove the EGC timer then the gate regression is irrelevant. The point should be to put pressure on the end game to end, it currently is not pressured. Since it can be 99’d the end game lasts as long as the survivors want it to.
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Healing under hook is high risk. If you have We'll Make It it's generally known they should follow you a bit away for the heal. If you heal under hook and the killer comes back to down the person just unhooked you can't complain about tunneling since that was the risk by doing that.
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It effects swf, saying it doesn't affect swf is incorrect. The devs have said a lot of things didn't work well that they ended up implementing. You also never answer my point. By your rational anything is bad for solo queue if it buffs killer.
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Not disagreeing with you on the tunnel point, but even with his 1v1 issues he's still a better 1v1 killer than 90% of the other killers. Not that that says much though.
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By that literally anything is worse for solo queue if it's a killer buff. That's a pointless argument. Open it yourself is disingenuous. If you waste the time walking over there and doing that you've thrown whatever pressure you had making it pointless.
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I mean I would rather go that base increase route as well, I just don't know if it will happen.
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200% was completely fine. They only nerfed it because it was popular, not because it was too strong. Add the stipulation that it turns itself off if anyone dies or even that it doesn't work while close to a hooked survivor.